<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>Advanced Unreal Engine on Aaron Kemner</title>
    <link>https://www.aaronkemner.com/tags/advanced-unreal-engine/</link>
    <description>Recent content in Advanced Unreal Engine on Aaron Kemner</description>
    <generator>Hugo</generator>
    <language>en-us</language>
    <lastBuildDate>Mon, 17 Aug 2026 13:43:00 +0200</lastBuildDate>
    <atom:link href="https://www.aaronkemner.com/tags/advanced-unreal-engine/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>Exploring the &#34;FoldProperty&#34; specifier</title>
      <link>https://www.aaronkemner.com/blog/ue_exploringfoldproperties/</link>
      <pubDate>Mon, 17 Aug 2026 13:43:00 +0200</pubDate>
      <guid>https://www.aaronkemner.com/blog/ue_exploringfoldproperties/</guid>
      <description>&lt;p&gt;When programming AnimNodes in Unreal Engine, you might encounter an interesting meta-specifier in some &lt;code&gt;UPROPERTY&lt;/code&gt;-fields: &lt;code&gt;FoldProperty&lt;/code&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Interestingly, while there have been a few (very few) community contributions on this topic, it seems to have never been officially documented. How unexpected.&lt;/p&gt;&#xA;&lt;p&gt;So what does this do, how do we use it, and how does it work?&lt;/p&gt;&#xA;&lt;h1 id=&#34;what-is-a-foldproperty&#34;&gt;What is a FoldProperty?&lt;/h1&gt;&#xA;&lt;p&gt;Let&amp;rsquo;s get this one out of the way first.&lt;/p&gt;&#xA;&lt;p&gt;The general idea behind this meta-specifier is that we can save on memory if an AnimNode is instantiated &lt;em&gt;a lot&lt;/em&gt;.&#xA;How, you may ask? By removing some of the member variables of the node and treating them as constants.&#xA;Because if they are constant, we don&amp;rsquo;t need every instance of an AnimNode to hold an instance of that value.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Your First AnimNode</title>
      <link>https://www.aaronkemner.com/blog/ue_yourfirstanimnode/</link>
      <pubDate>Mon, 20 Jul 2026 13:36:49 +0200</pubDate>
      <guid>https://www.aaronkemner.com/blog/ue_yourfirstanimnode/</guid>
      <description>&lt;p&gt;Today, we are going to create our very own, very first AnimNode that can be used to modify the pose in the AnimGraph of an Animation Blueprint in Unreal Engine.&lt;/p&gt;&#xA;&lt;p&gt;AnimNodes are a deep topic with a lot of nuances. This blog post will skip over most of that.&#xA;The goal is to get something working. To introduce the basic concepts of how to create AnimNodes using C++, how to improve their UX beyond basic functionality and what to watch out for.&lt;/p&gt;</description>
    </item>
  </channel>
</rss>
